#pragma once

struct renderstateblock_t
{
	bool cull;
	bool alphatest;
	bool depthmask;

	struct
	{
		uint32 sfactor,dfactor;
	} blendfunc;

	void set();
};

struct shader_t;
struct vertexdeclaration_t;
struct rendermaterial_t
{
	stringhash name;
	rendermaterial_t* nextinhashmap;

	uint32 gethashkey() const{return name.value;}

	shader_t* shader;
	vertexdeclaration_t* vdecl;
	renderstateblock_t rsb;

	void set();
};